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Entropy238
Oct 21, 2010

Fallen Rib
Item spoilers ahead.

Anyone have any insight on what to equip Keldorn with towards the very late game? At the moment I've got all the necessary pips for the Carsomyr but I was thinking it might be better to get him dual wielding something with Crom in the off hand (all other available +attack weapons are taken). Possible main hand weapons that haven't been allocated to other characters are Rune Hammer, Axe of Unyielding, Flail of Ages (does the free action interfere with haste in BG2EE?), Purifier or anything else that isn't Spectral Brand (Jaheira) or Foe Bane (PC). I'd stick with Carsomyr but the dispel on it got a huge nerf in SCS and late game it doesn't work well.

Tempted to let him do the dirty with a big ole' Ravager+6 but figure the extra poison damage on that is an easy save to make and I could get an equivalent effect with way more versatility and consistent damage on Axe of Unyielding with Crom.

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Entropy238
Oct 21, 2010

Fallen Rib
Planning my next play through now. Going to go evil for the first time ever with a Shapeshifter13/Fighter Dual and crank the difficulty up to just below insane. Anyone have any experience with Weimar's shapeshifter rebalanced? Heard it's pretty game breaking early but levels out later on. Certainly don't see how it could be any stronger than Fighter/Mage or Ranger/Cleric in the long run.

Hexxat is going to be a F/M/T because single class thieves are just so bad late game and I've never tried that class before.

Will Rasaad kick up a fuss if he's in an evil party with Hexxat and Dorn?

Entropy238
Oct 21, 2010

Fallen Rib
Taking on Improved Irenicus for the first time was probably one of the most memorable fights I've had in all the years I've been playing BG2. Would highly recommend it but it makes him tough so if you don't fancy reloading 30 times then I wouldn't go for it. Certainly makes use of HLAs justifiable/reasonable.

Standard SCS Irenicus without the Tactics improvements is a pushover.

Entropy238
Oct 21, 2010

Fallen Rib
Playing through BGEE SCS with my multi rebalanced shapeshifter/fighter on the second highest difficulty setting has been pretty good so far. Starts off insanely OP (as in, more than half the enemies in the game can't really hurt you) because of the immunity to normal weapons that's implemented and has now started to taper off a bit because of the fixed stats (fixed 16 Dex/15 Con) compared to Dorn and Coran. Fights that would normally be hard are still hard because of enchanted weapons and lower health compared to most tanks (and the higher difficulty settings).

No chance in hell this char is going to be able to go toe to toe with Sarevok so I'll probably end up playing chicken with the speed boots while Coran et al. take pot shots with piercing arrows. I imagine this char will probably get comparatively weaker than the other chars moving in to double digit levels in bg2 until I hit 13 and all hell breaks loose with GWW form :black101:

What's peoples' experience with Hexxat? Not a fan of pure thieves so I was thinking of making her something more interesting; maybe a F/M/T or Shadowdancer/Fighter.

I read somewhere that if you load up Dorn with arrows of explosion and trigger poison weapon everything the arrows hits gets poisoned? Is this for real?

Entropy238
Oct 21, 2010

Fallen Rib
Just finished a complete play through of the entire Baldur's Gate trilogy with full SCS on Insanity with a shadow-keepered team of:

1. Multiclassed Fighter/Rebalanced Shapeshifter PC
2. Dorn (Blackguard)
3. Viconia (Fighter/Cleric)
4. Hexxat (Fighter/Mage/Thief)
5. Imoen (Sorcerer)
6. Neera (Wild Mage)

After having completed this game about ten times over the past decade or so I have to say I had a lot of fun with this group. The PC was OP as hell in the beginning of the game and all things considered was generally my most powerful character throughout. Once I got to the later stages of Shadows of Amn and TOB the werewolf health regen was nowhere near capable of keeping up with the damage some enemies were dishing out and I think he might have been bugged in some way that he never got a full ten attacks per round with improved haste. His saves were absolutely ridonkulous so I could safely throw him in a den of liches and let them do their work while he just regenerated his health – i would have considered this cheesy had the breach component for liches installed properly and I had any way of debuffing them whatsoever.

Strength wise Dorn is a good character. Once I got my hands on some decent shortbows I found myself really liking the Poison Weapon ability for big nasties like dragons. With the improved Mindflayer component of SCS you're basically screwed unless you have a character that can dish out physical damage with protection from magical weapons; Dorn kiting with a poisoned bow and boots of speed made a good substitute until the mages got Dragon's Breath (when the Ulithirid ballistic attack didn't hit him for 130 damage). Character wise I found Dorn one dimensional and boring. In the hands of a decent writer they could have done a hell of a lot more with him but his personality borders on the absurd, he's completely impossible to relate to and sticks out like a sore thumb compared to any of the other NPCs. His quests in BG2 and TOB take place in some interesting locations.

Viconia got changed to a fighter/cleric with the same stats as Anomen because I couldn't face using Anomen because he's Anomen. Nothing interesting here - she became a standard FoA/Crom or DoE wielding monster like other cleric based characters towards the end of the game. Boring but effective. As the game progressed it became harder and harder to keep her in the front line because of her low CON so I could only really throw her in the thick of things properly with Armor of Faith, Hardiness and DoE stacking physical resists. Mages completely wrecked her at every point in the game.

Hexxat I changed to a F/M/T because pure thieves don't scale well. Have to say she was pretty weak overall because of my large party composition but once she got mislead she started tearing things up left, right and centre. Almost singlehandedly killed every fire giant in Yaga Shura's temple. It's a shame that all of the enemies you'd really like to backstab - Beholders, Undead (liches), Dragons, Demons, Celestials, Golems – are completely immune to it and oftentimes see through invisibility anyway. Thief skills aside I'd say in retrospect a standard multi fighter/mage would make a way better stealthy killer. Character wise I thought Hexxat was fairly bland and god knows what was going on with the budget at Beamdog when they made her special areas - crappy and boring.

Imoen as a pure sorcerer (or any pure sorcerer) is just plain scary once you get the Robe of Vecna and double that up with the Amulet of Power and Improved Alacrity. Fortunately in my game the robe was moved back to the last fight on the 5th level of Watchers Keep but after that point she became a complete monster. I never even bothered with the wish spell really because of project image, which is as far as I'm concerned probably the most powerful spell in the game. Being able to unload all of your horrid wiltings, flame arrows, chain lightnings, acid arrows and other nukes in the space of four to five rounds of in game time then do it all again more or less immediately afterwards at the cost of one seventh level spell slot is nuts.

I never really felt like I used Neera to her full potential. She was handy enough pre-Imoen but I couldn't shake the feeling that the wild magic stuff was gimmicky and crap (that and she lost me all my gold five times in the space of the trilogy). Even though there were never any major disasters mid-combat I never felt that I could really rely on her to get the job done towards the end of the series – maybe I just don't know how to Wild Mage properly. Character wise she sticks out like a sore thumb compared to the original NPCs and her writing is mostly bad and too focused on her being a Wild Mage and having no other personality traits whatsoever. In the romance after your 25th conversation with her about wild surges you'll get what I'm talking about. My Neera got chunked in the TOB final battle and I couldn't have given less of a gently caress.

Entropy238
Oct 21, 2010

Fallen Rib

DeathChicken posted:

There's very little as fun as summoning a Fiend, getting a Wild Surge and winding up with several Fiends trying to kill each other and the enemies. :colbert:

Had I been playing without SCS on high difficulty you'd probably be right. It's fun when the game's actually challenging but things can get very stressful when your strategies don't go to plan (oftentimes very much for the worse) so I was always averse to reckless dweomers.

I'd say hardcore is probably the best balance between being able to experiment with your characters and not steamrolling everything.

Entropy238
Oct 21, 2010

Fallen Rib
I'm not really sure how to use a multi Mage/Thief properly. It's a combination I've wanted to try for a while but I don't know how to use them effectively and I'm not above shadowkeepering in a kit because I play with SCS on Insane. I'll be using Jan and leaving him to rot in spellhold and then shadowkeepering Imoen eventually.

I'm changing Sarevok in to a Fighter/Mage/Thief and giving him Carsomyr too so want something that is better at some things than that combination.

Thieves are primarily utility classes with bad Thac0 and proficiencies that aren't good at fighting. Even the kits are mostly poo poo: Assassin doesn't have enough Thac0 to go good consistent damage, Swashbucklers are good but don't get extra APR/lose backstab, Bounty Hunters would be good but the vast majority of their special traps have saves and are surpassed by HLAs and shadow dancers seem like oddballs more suited to dual/multi with a fighter.

Mages benefit most from rapid level advancement which is something that the Thief portion of the class is going to hold back.

A shadowkeepered swashbuckler/mage might be good. You'd end up with 10 base Thac0 + 6 to damage and hit from the Swash side of things + specialisation but then you'd also lose backstab which is one of the most fun things about the class. Weapons would probably be some combination of Scarlet Ninja-To and maybe short Sword of Mask.

Assassin/Mage might also be good but the only time you'd ever be able to hit anything reliably is after a timestop, time trap or with tensers on which really limits your options.

Edit: Just a thought ... Mislead, Spell Immunity Divination and Tensers in a chain contingency would be pretty baller.

Entropy238 fucked around with this message at 13:17 on Jul 6, 2015

Entropy238
Oct 21, 2010

Fallen Rib
Actually just started reading up about the bounty hunter's Maze Trap and it sounds completely cool and OP. No Resist, No Save, will slowly re-introduce enemies in to battles based on their intelligence and can be used 5 times a day at level 21 when you get it and in combat. Sounds like a great oh poo poo button.

Entropy238
Oct 21, 2010

Fallen Rib

Washout posted:

Regular traps are already super OP and kill your opponents dead, bounty hunter is pretty underpowered imo.

If I'm taking a thief I'll usually only use them where a fight is foreseeable or where it doesn't seem cheesy. So, first floor of Watchers keep where the statues come alive - okay. In front of a non-hostile dragon/before a lich probably not.

Entropy238
Oct 21, 2010

Fallen Rib
Dropping this here because I didn't see anyone else had posted it: http://www.pcgamesn.com/baldurs-gat...lassic/page/0/1

New Interquel will be the Siege of Dragonspear and apparently Chris Avellone has been helping them polish up the writing.

Could be good ... could be a turd? Time will tell.

Somebody should kickstart an Engine Remake that keeps all of the original assets and rules and just makes things high-res/polishes it up. I'd pay €50. With better modularity I'm sure all the good mods would eventually make their way over too.

Entropy238 fucked around with this message at 11:08 on Jul 10, 2015

Entropy238
Oct 21, 2010

Fallen Rib
I had a look on the forums and figured this was the closest thing they currently have to an active NWN thread (and probably the same audience being D&D and all).

I've started playing the Aielund saga and apart from a bit of ropey/creepy dialogue near the beginning it's quite good and the combat variety is great.

The Module uses the Enhanced Magic System Hak (EMS). It makes some good changes and some bad ones but has introduced enough variety to the game that I'll probably keep it. The only major problem I have is that its changes aren't well documented - the readme that accompanies the Aielund saga hak here (http://neverwintervault.org/project/nwn1/hakpak/aielund-hakpack-v20) explains some of the changes but is by no means complete.

Does anyone have the original readme for the EMS?

Entropy238
Oct 21, 2010

Fallen Rib

Max Wilco posted:

I was always kind of skeptical of dual-classing and multi-classing; not because I don't think it's viable, but because it seems like you need to have in-depth knowledge to play that type of character competently.

For example, Fighter/Mage to me seems like it would be sort of useless, since you can't cast magic if you're wearing armor. I know that there are armors in BG2 that circumvent that restriction, but I don't know how far into the game you have go to get access to them. I understand why that makes the Kensai/Mage combo appealing/overpowered, since the Kensai class doesn't wear armor anyway. Fighter/Cleric seems a little better, but then you're restricted to the Cleric weapons.

The one that I think sounds most interesting (or broken) would be a Fighter/Thief combo, since Rogues can get the Use Any Item ability. Add on the back-stab ability, and it seems like you'd have a character that could dish out and absorb major damage.

On a related note, what weapon proficiencies are most ideal to take? I went with Long Sword and Sword-and-Shield Style, but is there something better?

EDIT: One other thing I wanted to ask: I also considered restarting as a Bard or a Monk. Are either of those two classes recommended?

Something to keep in mind is that the dual Kensai and Berserker won't get access to fighter high level abilities - which are really, really good. Conversely, a Gnome fighter/mage (who gets illusionist as his specialist school by default - no other F/M combo gets this) is probably the strongest class in the game with some of the poo poo that you can pull.

Not having armour isn't a big deal. Lots of spells reduce AC and you can either make yourself invisible (mislead keeps it up constantly) or nearly invulnerable with stoneskins and PFMWs, mirror images, mantles etc ... Ironically, mages are probably the best tanks in the entire game. If you take a pure fighter or even a fighter/cleric in to late SOA/TOB without damage reduction stuff you're probably going to have a bad time.

Fighter/Thief is okay buy remember you can only backstab with weapons that the thief single class can use. Also, a lot of the enemies that are actually worth backstabbing are immune to it.

In the long run the best proficiencies are probably Flails, Warhammers, Bastard Swords, Axes and Scimitars. Two Handed Swords and Halberds can be very good but will be outpaced by dual wielding the more the game goes on - particularly if you use extra APR weapons in your offhand.

Entropy238
Oct 21, 2010

Fallen Rib

Bort Bortles posted:

But but but but backstabs cure mages!

True, if you get the jump on them and they aren't pre-buffed with stoneskins. Anyone with decent Thac0, APR and weapons is going to chunk a mage in a few hits anyway though.

I've played with scs for so long now I can't remember if mages in the original game get pre-buffs or not.

Entropy238
Oct 21, 2010

Fallen Rib
SCS is great because it (mostly) improves core AI - and it's done in a way that's consistent with the original game and isn't cheesy. Tactics can be fun as well if you're a complete masochist.

I'd say SCS on hardcore mode is the perfect difficulty for someone who's played through the saga before and wants another challenge. Don't be afraid to jig NPCs stats around with shadow keeper - if only to make the ones you haven't played with before more viable.

Bear in mind, you're going to have to know the spell penetration/defences system inside out because if a Mage is alive for more than about three rounds in BG2 with SCS on it's probably curtains for the Bhaalspawn. Bringing a fighter/Mage will also greatly help.

Also - pure thieves are complete wank but make sure you have a multi/dual thief with max detect illusion. Mages will use spell immunity abjuration and spell immunity divination at the same time then cast invisibility, making them more or less invincible.

Entropy238 fucked around with this message at 07:57 on Aug 8, 2015

Entropy238
Oct 21, 2010

Fallen Rib

Dyna Soar posted:

Hah, 4 NPC's, one NPC slot for quest purposes and then I'll take Imoen along once I get out of spellhold. Then probably Sarevok in ToB.

I wish I could just edit the classes of the existing NPC's since I'd like to do Viconias romance and a few of the longer NPC questlines but there's no EE Keeper for OSX :(

Oh contraire (provided you have the enhanced edition):

https://forums.beamdog.com/discussion/25118/ee-keeper-for-os-x-via-wineskin-updated-to-1-0-3-2

Entropy238
Oct 21, 2010

Fallen Rib

Skwirl posted:

Do mods work on OSX? Because there's always this http://www.gibberlings3.net/level1npcs/

Yeah they do but it's an absolute clusterfuck getting them to work.

I think there's a wineskin wrapped Weidu out there somewhere on the Beamdog Forums. To get it to work on anything including Mavericks and above you'll have to use the -sudo command to give you super user access. After that and a little bit of tinkering all the standard mods will work e.g. SCS.

Also finding the actual folder with the install files on mac is a complete nightmare.

Entropy238
Oct 21, 2010

Fallen Rib
Kensai/Thief can be fun but I don't think when push comes to shove they're ever going to anywhere near as powerful as a Kensai/Mage.

Traps and UAI are great but most of the hardest/frustrating enemies in the game are immune to backstabs. Even for enemies that aren't immune to the backstab with the Kensai/Thief you'll only get "one shot" at making that backstab before you have to re-invis with an item or potion - with the K/M you can cast mislead, improved haste, spell immunity divination, spell immunity abjuration and essentially make yourself invulnerable to most enemies that don't naturally see through invisibility and hit with ten attacks per round (max for a K/T will be 5 without items). So while a K/T might be able to nuke something for like 300 damage a K/M will probably make that damage up anyway in additional attacks, or even if they don't what you were trying to kill was probably going to be dead anyway (the key exception being mages with contingencies which doing a huge chunk of damage in one hit will work really well on).

A K/T could be pretty cool with Carsomyr though you don't get that backstab bonus and the dispel-on-hit won't work VS protection from magic weapons.

F/M variants are also the best tanks in the game with protection from magic weapons/stoneskin - in addition to all of the other utility that comes from being a mage.

Entropy238
Oct 21, 2010

Fallen Rib
Pretty much. I think a Berserker/Mage probably has a slight edge but any non-Wizard Slayer F/M variant is munchkin strong.

Entropy238
Oct 21, 2010

Fallen Rib
The loss from TOB that you'd get by not doing BG2 first might be some XP and definitely lots of items, both of which can be remedied via the Shadowkeeper Utility on PC.

You don't miss much by not going the Saemon Haevarian route. As far as I can recall you get: a good spear, a component for a really good two handed weapon that will eventually be surpassed not long in to TOB, the cheesiest cloak in the game and a component for a pretty good halberd that is also ultimately surpassed.The cloak is really useful but it can make things so easy the game's not fun anymore.

Again, nothing that can't be remedied via Shadowkeeper when you go to TOB on PC.

Entropy238
Oct 21, 2010

Fallen Rib
I've been trying to weigh up a Sorcerer vs a Cleric/Mage for my next play-through and think the Sorcerer is probably more powerful all things considered. Using Robe of Vecna + Amulet of Power with SCS on Insane mode.

Note: all references to Cleric/Mage actually Cleric/Illusionist.

With the Circlet of Netheril, Both Rings of Wizardry and all HLAs Sorc gets:

6 level 9 spells
8 level 8 spells
10 level 7 spells
9 level 6 spells

And with the Same setup a Cleric/Mage will get:

Arcane

3 level 9 spells
6 level 8 spells
8 level 7 spells
8 level 6 spells
8 level 5 spells

Divine (with 25 Wis Bonus)

4 level 7 spells
10 level 6 spells
13 level 5 spells
13 level 4 spells

From what I can make out there isn't really anything that a Sorcerer can't do better than a Cleric/Mage with those extra Arcane Spell slots.

While the Cleric/Mage has a reasonable amount of physical prowess from Cleric spells, for stuff you care about getting the drops off nothing really seems to be able to trump Project Image > Improved Alacrity > Improved Haste > Timestop > Shapechange Mindflayer - all for the cost of only 1 level 7 spell. 8 APR with Int drain on hit though I think the Shapechanged mindflayer only attacks as a +2 weapon, meaning it wouldn't hit anything that requires +3 or more to hit.

A Cleric/Illusionist would be able to pull this off as well but would have to have everything memorised in advance – since they only get three level 9 spell slots they wouldn't be able to do something like this then say, Project Image > Spam Dragon’s breaths, Summon a Planetar or take down another mage’s spell defences with Spellstrike, use Wish etc…

For anything with drops that you don't care about you can just Project Image > Timestop > Improved Alacrity > Imprisonment*4 again for the cost of only one level 7 spell. Even if you do care about loot maybe you can use a Freedom Scroll to separate mobs and use it as CC instead (there’s lots in SCS).

Sorcerers will also get much better use out of their level 7 spell slots and won’t have to stack project images for maximum efficiency in big fights. Stuff like 5x Mordenkainen’s swords, Sphere of Chaos Stacking, Power Word: Stun, Limited wish, Spell Deflection etc …

The great damaging divine spells seem to be Firestorm (level 7, Ignores MR), Storm of Vengeance (Level 7), Implosion (Level 7, Ignores MR), Bolt of Glory (Level 6 Ignores MR), Harm (level 6, nerfed somewhat by SCS but still good), Flame Strike (Level 5). These are all good spells but there doesn’t really seem to be anything that the Sorcerer’s greater amount of Arcane spells and greater efficiency with project image doesn't compensate for. Anything worth using Harm or Implosion on as big single target damage can also be subject to Improved Alacrity > 3X lower resistance > then whatever damaging spell you need from the Arcane Repertoire (Horrid Wilting). Planetars seem to be really good as well: they have access to 3x Heal, 3x Flame Strikes, 3x Insect Plagues and 3x True Sights and invisibility penetration with a vorpal sword. I think they cast instantly as well? Not sure about that one.

If anyone has any experience with Cleric/Mages I'd be interested in hearing them.

Entropy238 fucked around with this message at 19:05 on Dec 24, 2015

Entropy238
Oct 21, 2010

Fallen Rib
The only thing that I wouldn't really have a full-proof plan for as a Sorcerer are the demons that come with SCS installed which have high magic resistance and can, among other things, teleport at will and use improved invisibility at will though I guess that's what fighter/mages are for.

Entropy238
Oct 21, 2010

Fallen Rib
I made a bad post/video on the SCS forums outlining how to abuse the AI in the final fight of BG1 that someone may find interesting or which might be some inspiration for the Iron Man runners. My notes can be found in the thread: http://gibberlings3.net/forums/index.php?showtopic=27745

https://www.youtube.com/watch?v=NNfzlZiSZu0

Entropy238
Oct 21, 2010

Fallen Rib
You'll find lots of -AC to missile items on your travels that will be a huge help, also if you have a sorcerer that can pick protection from normal missiles that will probably work too. Shield style too gives a bonus vs missiles too but it isn't very good in the long run.

I tend to send in a tank with over 100 fire resist and high AC vs missiles then use the wand of fireballs from the ankheg cave + my own fireballs with mages and support those mages with other chars.

Entropy238
Oct 21, 2010

Fallen Rib
Oh and don't forget to give your tank a potion of absorption because the guy that comes out with the blunt weapon from the tent is super dangerous.

Entropy238
Oct 21, 2010

Fallen Rib
SCS Kahrk is a dick:

Effective Thac0: 6
103 HP
Lvl 12 Ogre Mage
19 STR
Protection from Magical Weapons, Shadow Door, Stoneskin, Globe of Invulnerability, Fireshield, Haste, Confusion, Remove Magic, Mirror Image ......
4/3/3/5/2 Saves

edit: and Hanzo steel

Entropy238 fucked around with this message at 23:34 on Jan 13, 2016

Entropy238
Oct 21, 2010

Fallen Rib
Here's a helpful google Doc outlining what counters what for spell protection removers in SCS: https://docs.google.com/spreadsheets/d/1y7r2Z3FfZk74NdAVHuZuiNmWh14y1tAytNrsFMSY7zc/edit#gid=0

Entropy238
Oct 21, 2010

Fallen Rib
A side effect of SCS's SI: Divination/SI: Abjuration/Improved Invisibility/Spell Trap fuckery is that the thief's Detect illusions ability becomes really good because it can take down invisibility when the subject has spell immunity (including the improved invisible effect that makes things untargetable with spells).

Entropy238
Oct 21, 2010

Fallen Rib
Does SoD do anything UI-wise about scrolling through spells in the hotbar menu? (e.g. like Pillars of eternity)

That becomes such a chore once you've got a higher level character.

Entropy238
Oct 21, 2010

Fallen Rib
The SCS Sarevok fight is still highly cheesable:

Sarevok does not appear to have a wander AI so you can lead him to the north corner of the room and then turn invisible and he will stand there with his thumb up his butt. Even better, it appears that the way his acolytes are scripted means they will gravitate towards Sarevok - though I think Angelo might be an exception. Once you've got them bunched up you can take them out one by one. I made a badly edited video a while ago showing how to do this: https://www.youtube.com/watch?v=NNfzlZiSZu0

Entropy238
Oct 21, 2010

Fallen Rib
It'll forever be a shame to me that the enhanced editions didn't just rebuild the game engine from the ground up and re-implement the functionality – à la Morrowind and OpenMW (https://openmw.org/en/).

I guess that maybe the sales wouldn't have justified the investment cost, or there would have been legal implications, though I suspect if they made a bespoke engine it could have been leveraged to make more titles (which seems to be something Beamdog wanted to do).

Entropy238
Oct 21, 2010

Fallen Rib

Vikar Jerome posted:

it's using parts of another ui mod (the pecca one) and that dude is working on a bg2 version so i imagine whenever that is finished.

Omfg if this thing can display spells like it does on pillars of eternity I'll be over the moon, gently caress clicking through pages and pages of stuff to get to the thing you want

Entropy238
Oct 21, 2010

Fallen Rib
when you install BG mods why the hell does it take so long vs installing mods for other games?

Entropy238
Oct 21, 2010

Fallen Rib
Yeah I gave the shaman class a look over when I was thinking about what my PC will be next playthrough and it looks like it'd be utter wank, particularly as the game goes on.

Entropy238
Oct 21, 2010

Fallen Rib

BadAstronaut posted:

Does Hexxat have much content after the Dragomir crypt part? She seems pretty mediocre. Not sure I should keep her.

And Nalia joined me and wants me to go to De'Arnise Hold. I don't feel like doing that quest any time soon. How long is it until she leaves me to head there herself? And after she leaves me to go there, can I just go there when I want to and have her join me and complete the quest at that point?

Hexxat suffers from the ills of being an unkitted thief in Baldurs gate, which is pretty much the worst thing any character can be providing you're not doing trap cheese.

If I'm running Hexxat I'd at least turn her in to a shadow dancer via EE:Keeper or dual/multi class her.

Entropy238
Oct 21, 2010

Fallen Rib
If we're talking about pure power at high levels with good items I still think a sorc will top Edwin in terms of flexibility/power in big fights - mostly as a result of HLAs taking up level 9 spell slots for sorc, meaning that with project image spam you'll be able to do a lot more with those slots in the same fight vs Edwin who'll be stuck with the spells you've chosen already (level 7 gets freed up for mordy swords too as you don't have to stack project image). Wild Mage would top him too once you can get consistent 80+ rolls.

Entropy238
Oct 21, 2010

Fallen Rib

Kavak posted:

Totally. I even edited Slayer Form out and my old powers back after I beat Irenicus.

Isn't it kinda a gimped DOHM? I think I remember it taking an entire round to cast whereas the cleric version is more or less instantaneous.

Entropy238
Oct 21, 2010

Fallen Rib
Thac0 and proficiencies are really what got me when I was younger, after a few years and when that clicked everything sort of fell in to place

Entropy238
Oct 21, 2010

Fallen Rib
Wow Irenicus was way more beefcake than I remember, don't know where he found the time to lift with everything he was up to.

Entropy238
Oct 21, 2010

Fallen Rib

mitochondritom posted:

The funniest thing about Jon Irenicus to me is just how crazy his secret lair is laid out like. Can you imagine trying to live and work in that place? Its great they included his bedroom, but its full of traps. So every day he gets up and goes to do some torturin, he carefully avoids his traps then has to sneak past his horrendous sewer monster to get to his lab. Actually, thinking about it, he has a bedroom but does he have a kitchen?

Not to mention the smell from the sewer probably wafted all over his living room.

With the exception of Irenicus I always liked the fact that in BG games people actually have toilets in their house - most people in rpgs seem to have evolved beyond making GBS threads.

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Entropy238
Oct 21, 2010

Fallen Rib

Suspicious posted:

The guy chain casts power word: kill like it's a minor cantrip. I'm pretty sure he has a simple solution for poop and the smell thereof.

Idk I'd say the dude is maybe 220 lbs lean, with the amount of protein he would have to eat to maintain his gains I'm sure he probably does some pretty nasty shits. Poor Bodhi - I hope vampires in AD&D have anosmia.

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